• Cataclysm: Dark Days Ahead - FUCK NO SPORTING GOODS STORES
    3,120 replies, posted
How didn't it work out for you? I haven't played a nightly build since like two versions ago, and it worked perfectly for me back then.
Worked perfectly for me for the past year or so of Stable and Nightlys.
Huh, well I just got noticed pretty much every time I tried it. Can't remember at which build I just gave up on the mechanic, I found it just as effective as just stepping round the corner, and have been doing that ever since.
They do hear and smell players. If they're close by, you'll still be noticed. Peek is good for medium to long distances, not for anything close by.
I should test it out more when I start playing again. I might've just imagined it back then, or not paid enough attention, but it seemed to me that everything noticed me at the same range whether or not I was peeking. I even had the light step trait.
Anyone know any good mods?
RC 0.B is being finalized! [quote]The soonest we could possibly have a release is next weekend (11-03), but there are very likely to be delays, so 11-11 or so is more likely.[/quote] [url]http://smf.cataclysmdda.com/index.php?topic=8128.0[/url] Given the previous builds' delays, I would expect it much later to be honest. Before the end of the year definitely, but I'm personally not expecting it until around the 20th at best.
Got in a scuffle with a hulk. After killing it, it dropped, among other things: a bondage mask, romance novel, gardening shovel, wood axe, and a talking doll. Imagine my horror
[QUOTE=Svinpels;46370784]Got in a scuffle with a hulk. After killing it, it dropped, among other things: a bondage mask, romance novel, gardening shovel, wood axe, and a talking doll. Imagine my horror[/QUOTE] My god, you just killed a fellow player!
[QUOTE=eatdembeanz;46380394]My god, you just killed a fellow player![/QUOTE] On a steady diet of protein shakes, I'd say. He suddenly burst through a shed to get at me. Luckily he wasn't riding his motorized unicycle at the time.
[QUOTE=Svinpels;46380601]On a steady diet of protein shakes, I'd say. He suddenly burst through a shed to get at me. Luckily he wasn't riding his motorized unicycle at the time.[/QUOTE] Well, considering the average diet of a player (reasonably-fresh cooked dogmeat and pounds upon pounds of granola) and their daily regimen, survivors get plenty of gains. Poor zombie hulk, he only wanted to talk.
[QUOTE=eatdembeanz;46380660]Well, considering the average diet of a player (reasonably-fresh cooked dogmeat and pounds upon pounds of granola) and their daily regimen, survivors get plenty of gains. Poor zombie hulk, he only wanted to talk.[/QUOTE] Well, now I feel bad, dodging his "hugs" and all :(
[vid]http://horobox.co.uk/u/Jojje_1414848400.webm[/vid] I haven't played this in a while. Fresh spawn is suffering :v:
[QUOTE=Lijitsu;46368014]RC 0.B is being finalized![/QUOTE] What are the changelogs for 0.B?
[QUOTE=StrawberryClock;46381653]What are the changelogs for 0.B?[/QUOTE] Haha. Ahahaha. [i]Ahahahahaha[/i]. A couple metric fucktons. Several entirely new features like hordes and scenarios, but plenty of reworks - weather, tool usage, skills/learning - and tons of new items. Until they release the changelogs themselves, I genuinely can't help you other than telling you to look on the forums.
0.B has officially hit a feature/string freeze! [quote]We are now right around the corner from being ready to release, it might happen this weekend if translations go through fast enough. As such I'm calling a feature and string freeze, no new features and no new content, just bugfixes.[/quote] [url]http://smf.cataclysmdda.com/index.php?topic=8251.0[/url]
For those who want a spoiler-free changelog: [QUOTE]Features: Random characters have professions applied. Brewing. Wearable tools. Martial arts techniques can trigger when wielding appropriate weapons. Wing mirrors for vehicles. Prototype hordes. Adjust zombie speed with mods. Made butcher menu's first entry match the butcher hotkey, so you can just hold down the button to butcher all. You can dig down stairs with proper equipment. Scabbards, holsters and sheathable weapons. At high skills you can quick draw/attack with weapons. Fish spawn as distinct creatures, and they're used for fishing checks. Quivers for arrows. Furniture can act as a tool. Corpses rot and eventually disappear. Armor is assigned to a layer, and armor on different layers doesn't impose layering penalties. Destroyed vehicle parts get ripped off the vehicle. Player can start at various locations. Special support for mapsharing installs: lock down debug menu lock players to their username more configurable file placement locks around map files Language switch is dynamic now. Guns such as revolvers no longer eject casings when fired, they're instead ejected on reload. Spending more time near traps has incremental chance of finding them, spotted traps are remembered. Thrown items above a trap-defined threshold will trigger traps. You can now peek through curtains and some doors. Smashing a broken window again clears out the broken glass (relatively quietly). Autopickup can get at anything you can reach, i.e. adjacent tiles. Can set exclusion zones for autopickup, so you can avoid accidentally picking up all your stuff in your base. Contents of books are unknown until first read (which is faster than usual). Can craft recipes if you have a book in range that provides it. Can learn recipes by practicing them. Roof of the vehicle you're currently in is not drawn. Faction hostility is back. Kiln operates without player being nearby. Radio operated items. Switched to seed-based weather generation. Options are only displayed when they are applicable to your build. Can perform unspeakable acts upon zombies to turn them into your packmule slave thing. Messages give feedback on melee misses. Foraging is seasonal, fruits will grow each season, but once picked are gone until the next. Pet menu to interact with friendly monsters. Starting scenarios stitch together profession, traits, and starting location. Picking up and dropping multiple items is now an interruptable activity. Activatable mutations. Fire creates invisible hot air fields, which meander around in enclosed spaces and warm them up. Factored windchill and humidity into body temperature calculations. Vehicles smash items when they (wheels) run over them. Refined vehicle/terrain collisions. Jumper cables can be used to link together electrical systems of vehicles. Crafting a large batch of items can apply a discount to the crafting time required. Overhaul of "cut up" system: Cannot cut up an item if it includes a material that can't be cut up (e.g. shotgun). Cutting up returns items from each material that makes up the item. Cuting up most items should respect the total volume of the item. Most terrain can be smashed now, if you can hit it hard enough. Infrastructure: Switched to SDL 2.0. Made paths configurable for packaging and installation support. Finished pushing martial art definitions out to json. JSONized multi-tile building generation, leading to huger buildings. Tilesets can provide a per-category fallback tile to handle new monsters/items/whatever. Silenced all the warnings, now it's easier to keep new ones from cropping up. Lots of string handling infrastructure, making translated string handling easier. Missing tiles in tilesets can fall back to ASCII. Saner glyph cache handling. Components used to craft an item are stored in the item. Debug overlay for hordes. Improved window handling. Generic iuse functors unify many types of iuse functions. JSONized bullet pulling recipes. Generic support for foldable vehicles, still need support for *crafting* them. Encapsulation applied to map accessors. JSONized monster drops. Damaged fuel tanks leak fuel on the ground. Most menus use input context now, and therefore have configurable keybindings. Switched build to c++11. Items can have a list of iuse methods instead of just one. Drug effects can mostly be defined in JSON. Scripts for querying json in tools_json_tools. Beefed up utf-8 input handling. JSONized NPC definitions. Unified recipe requirements across constructions and crafting. Better error handling when initializing SDL. Recipes can have byproducts. Added a standalone map layout utility. Monsters are saved to the overmap instead of per-submap, clearing the way for horde support. Hgamelaunch start script. Items can spawn with variable amounts of charge. Monster blacklists are applied consistently to all spawn code. Different ammunition-bearing monsters (turrets, robots) have customized loadouts of their various ammo types. Balance: Give most starting professions decent starting equipment. Capped skill gain from many activities, especially crafting. Melee weapons can take wear and tear damage based on their primary material. Categorized CBMs you can get from butchering things. BEES! Armor values nerfed. Mutagen spawn rates slashed. Overhauled mp3 player morale bonus to make micromanagement of it suboptimal. Amount of damage blocked by a block technique based on strength and skill of blocker. Removed acid rain until it can be made into a local event. Nerfed speed of many zombie animals. Starting professions supplied with cold-weather gear to match the expected climate. Standing in a fire less likely to ignite clothes. Lying in fire (when one or more legs is at 0HP) causes MUCH more damage. Content: Hops, barley, and molasses as brewing ingredients. Yeast for fermenting brews and baking some bread foods. Sugar beet as a renewable source of sugar. Fruit wine and Brandy. Moonshine and home-brewed beer. Grappling hook. Many new house layouts. Wells and well digging. Warehouse building. Decorative terrain and furniture. Parasites and diseases from unsafe foods. Curtains for vehicle doors and windshields, privacy please! Foraging (in bushes, shrubs, trees). Towel usable for many handy things (still not at HHGttG level). hehe, honey. Wearable rx12 auto-injector. E-cigs Motel locations. Killed bots drop (disassemblable) broken bot items instead of corpses. Bear mutations. Nice looking road ends and roundabouts. Pizza parlor building. Wheelchairs. Mall location. Several toolbox items to streamline carrying around your crafting needfulls. Cotton and many cotton-based recipes and items. Audit of all item prices to try and get a sensical baseline for them. Make Fedora activatable, m'ilady. Road barricades. Rollerblades and skates. RC car and remote-detonated bombs, and a remote controlled lamp. Automated gas stations. Boats. E-ink tablet and laptops can display recipes and act like books. Can take pictures of monsters and view them on laptops or tablets. Fish traps. Various power substations. Diesel added as a vehicle fuel. Added craftable pontoon bridges. Interface: Expanded armor layering window. Added way to swap panes in AIM. Animation and duration for smoking activity. Action menu that displays all actions in a tree menu. Highlight things you can interact with when 'e'xamining. Many strings are properly pluralized and have support for doing so when translated as well. Standardized overmap building colors. Vehicle examine menu shows used/capacity of fuel tanks and cargo space. SDL builds can play music. Log messages colorized. Books colorized by category. Different weather types get their own animations. Save/load log messages. Fuzzy river borders. Scrolling text animations when things are damaged and on some effects triggering. Lots of menus now have sorting, categories, and search. Animation delay option. Player can write and read sign items. Added a menu displaying martial art style characteristics. Perishable and rotting items colorized. UPS no longer activatable, now act as passive batteries. Performance: Greatly sped up construction menu. Overmap scrolling speed greatly improved. Turn number added to calendar since it's called a gajillion times. Switched a lot of large collections to use std::unordered_map() or std::unordered_set(). SDL framebuffer cache. Extracted rain animation code from main drawing code. Bugfixes: No bleeding effect if your armor absorbs all the damage. Make game stop treating trees, walls, etc as hallucinatory with respect to vehicle collisions. Prevent dragging furniture from hoovering up items. Option to force software rendering to work around hardware support issues. Players are ejected from vehicles when their seats are destroyed. Contents of items destroyed by interacting with them are dumped instead of being deleted. Restored function of area melee attacks. Made various battery mods play nice together. Prevent segfault in the unlikely case that you miss so badly that you shoot yourself. Don't cause blood spatters when the attack does no damage. Avoid crashing when loading a corrupted submap. Avoid resetting creature speed to 100 when a creature is saved/loaded. Option to disable joystick input in case you have a broken joystick. Always practice at least one of the melee skill types when attacking. Fixed off-by-one error that made 100% coverage armor 99% coverage. Move critical multiplier calculaton after armor absorbs damage. Added move cost for interacting with computers. Use maximum heard sound for effects (such as deafness), not the sum. Player graveyard works as intended, most recent player save is moved to the graveyard folder. Factored weight of items in furniture into cost of dragging the furniture. Gunmods with firing modes finally make correct sounds when fired.[/QUOTE]
Boats [i]and[/i] zombie slaves? I can't wait!
The hype is real. Hope this doesn't land before I'm done with my placement matches in League.
[QUOTE=Svinpels;46449091]Boats [i]and[/i] zombie slaves? I can't wait![/QUOTE] I wonder how THAT will work. Well, there seems to be a system for friendly monster too so that might go along with it.
[QUOTE=StrawberryClock;46449947]I wonder how THAT will work. Well, there seems to be a system for friendly monster too so that might go along with it.[/QUOTE] You can literally make them into packmules. It's hilarious.
[QUOTE=Jamie1992GSC;46450764]You can literally make them into packmules. It's hilarious.[/QUOTE] You been trying out the experimental? How does it work, exactly?
[QUOTE=StrawberryClock;46450885]You been trying out the experimental? How does it work, exactly?[/QUOTE] It's really simple. Basically, you use a knife to selectively carve out every bit of a zombie that could possibly hurt you. Jaws, hands, the works. When it reanimates, it still wants to kill you, but it can't possibly harm you. See the video for the same basic principle. [media]http://www.youtube.com/watch?v=s5J4FG77DaM[/media]
I'm not sure if I downloaded the new version or not. How do I check? [editline]9th November 2014[/editline] Oh it's not out yet.
[QUOTE=matt000024;46451731]I'm not sure if I downloaded the new version or not. How do I check? [editline]9th November 2014[/editline] Oh it's not out yet.[/QUOTE] There's a release candidate but 0.B proper isn't out yet. Should be very shortly, though. They mention there's a good chance that it'll be out this week.
[quote]Make Fedora activatable, m'ilady.[/quote] Finally I can make that 12 int, trench coat, katana wielder.
[QUOTE=eatdembeanz;46451333]It's really simple. Basically, you use a knife to selectively carve out every bit of a zombie that could possibly hurt you. Jaws, hands, the works. When it reanimates, it still wants to kill you, but it can't possibly harm you. See the video for the same basic principle.[/QUOTE] I can finally be Michonne. Fucking A. I am very pleased with this entire damn changelog, so awesome. Hey if you're planning on going a specific weapon type, say, bashing weapons, would it be better to level bashing weapons or just melee in general?
[QUOTE=Jojje;46453367]I can finally be Michonne. Fucking A. I am very pleased with this entire damn changelog, so awesome. Hey if you're planning on going a specific weapon type, say, bashing weapons, would it be better to level bashing weapons or just melee in general?[/QUOTE] From start? I'd say put one in each instead of 3 in one. Melee helps hit chance, and besides that it's possible you'll find something genuinely better in the early game that's sharp.
Damn, some chick with a Ruger .22 robbed me at gunpoint while I had nothing but a cudgel. I was in a pretty bad way after an altercation with some zombies, I told her to chill and she started firing. Ran for the woods, thought I was out of the way until - click - I step on a landmine. RIP Brian or whatever your name was.
[QUOTE=Jojje;46453367]I can finally be Michonne. Fucking A. I am very pleased with this entire damn changelog, so awesome. Hey if you're planning on going a specific weapon type, say, bashing weapons, would it be better to level bashing weapons or just melee in general?[/QUOTE] You really don't need to put any points in melee skills. As long as you can make a half-decent weapon at the start and use proper tactics, you can level up naturally really quickly. Of course, I would always suggest putting a point into Unarmed Combat, since (in experimental, at least) the Brawling style's knockback and stun will work while wielding a weapon.
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